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//One of my oldest shaders, you can find the online versions of both GLSL and WGSL online: | ||
//https://compute.toys/view/713; https://www.shadertoy.com/view/ctK3DV | ||
// Global constants | ||
const PI: f32 = 3.14159265; | ||
const L: f32 = 0.7; // Plate size is now correctly declared as a constant | ||
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// TimeUniform definition based on my wgpu rust code | ||
struct TimeUniform { | ||
time: f32, | ||
}; | ||
@group(1) @binding(0) | ||
var<uniform> u_time: TimeUniform; | ||
fn implicit(x: f32, y: f32) -> f32 { | ||
let t: f32 = u_time.time / 4.0; | ||
let n1: f32 = 6.0 + 3.0 * sin(t); | ||
let m1: f32 = 4.0 + 3.0 * cos(t); | ||
let n2: f32 = 5.0 + 2.5 * cos(2.0 * t); | ||
let m2: f32 = 3.0 + 2.5 * sin(2.0 * t); | ||
let val1: f32 = cos(n1 * PI * x / L) * cos(m1 * PI * y / L) - | ||
cos(m1 * PI * x / L) * cos(n1 * PI * y / L); | ||
let val2: f32 = cos(n2 * PI * x / L) * cos(m2 * PI * y / L) - | ||
cos(m2 * PI * x / L) * cos(n2 * PI * y / L); | ||
return val1 + val2; | ||
} | ||
fn delf_delx(x: f32, y: f32) -> f32 { | ||
let dx: f32 = 0.001; // Use `let` for local immutable bindings | ||
return (implicit(x + dx, y) - implicit(x - dx, y)) / (2.5 * dx); | ||
} | ||
fn delf_dely(x: f32, y: f32) -> f32 { | ||
let dy: f32 = 0.001; // Use `let` for local immutable bindings | ||
return (implicit(x, y + dy) - implicit(x, y - dy)) / (2.5 * dy); | ||
} | ||
fn gradient(x: f32, y: f32) -> vec2<f32> { | ||
return vec2<f32>(delf_delx(x, y), delf_dely(x, y)); | ||
} | ||
@fragment | ||
fn main(@builtin(position) FragCoord: vec4<f32>) -> @location(0) vec4<f32> { | ||
let resolution: vec2<f32> = vec2<f32>(800.0, 450.0); // Assume a fixed resolution | ||
let uv: vec2<f32> = (FragCoord.xy - 0.5 * resolution) / min(resolution.y, resolution.x); | ||
let g: vec2<f32> = gradient(uv.x, uv.y); | ||
let unit: f32 = 25.0 / resolution.y; | ||
let sharpVal: f32 = smoothstep(-unit, unit, abs(implicit(uv.x, uv.y)) / sqrt(g.x * g.x + g.y * g.y)); | ||
let col: vec3<f32> = 0.5 + 0.5 * cos(u_time.time + vec3<f32>(0.6, 0.8, 1.0) + 2.0 * PI * vec3<f32>(sharpVal)); | ||
return vec4<f32>(col, 1.0); | ||
} |
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//One of my oldest shaders, you can find the online versions of both GLSL and WGSL online: | ||
//https://compute.toys/view/713; https://www.shadertoy.com/view/ctK3DV | ||
//Note CPU version: chladni.rs | ||
use nannou::prelude::*; | ||
struct Model { | ||
bind_group: wgpu::BindGroup, | ||
render_pipeline: wgpu::RenderPipeline, | ||
vertex_buffer: wgpu::Buffer, | ||
time_uniform: wgpu::Buffer, | ||
time_bind_group: wgpu::BindGroup, | ||
} | ||
#[repr(C)] | ||
#[derive(Clone, Copy)] | ||
struct Vertex { | ||
position: [f32; 2], | ||
} | ||
const VERTICES: [Vertex; 6] = [ | ||
Vertex { position: [-1.0, -1.0] }, | ||
Vertex { position: [ 1.0, -1.0] }, | ||
Vertex { position: [-1.0, 1.0] }, | ||
Vertex { position: [ 1.0, -1.0] }, | ||
Vertex { position: [ 1.0, 1.0] }, | ||
Vertex { position: [-1.0, 1.0] }, | ||
]; | ||
fn main() { | ||
nannou::app(model).run(); | ||
} | ||
fn model(app: &App) -> Model { | ||
let w_id = app.new_window().size(800, 450).view(view).build().unwrap(); | ||
// The gpu device associated with the window's swapchain | ||
let window = app.window(w_id).unwrap(); | ||
let device = window.device(); | ||
let format = Frame::TEXTURE_FORMAT; | ||
let sample_count = window.msaa_samples(); | ||
let vs_desc = wgpu::include_wgsl!("../shaders/vs.wgsl"); | ||
let fs_desc = wgpu::include_wgsl!("../shaders/chladniwgpu.wgsl"); | ||
let vs_mod = device.create_shader_module(vs_desc); | ||
let fs_mod = device.create_shader_module(fs_desc); | ||
let vertices_bytes = vertices_as_bytes(&VERTICES[..]); | ||
let usage = wgpu::BufferUsages::VERTEX; | ||
let vertex_buffer = device.create_buffer_init(&BufferInitDescriptor { | ||
label: None, | ||
contents: vertices_bytes, | ||
usage, | ||
}); | ||
let time_bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor { | ||
entries: &[ | ||
wgpu::BindGroupLayoutEntry { | ||
binding: 0, | ||
visibility: wgpu::ShaderStages::FRAGMENT, | ||
ty: wgpu::BindingType::Buffer { | ||
ty: wgpu::BufferBindingType::Uniform, | ||
has_dynamic_offset: false, | ||
min_binding_size: wgpu::BufferSize::new(std::mem::size_of::<f32>() as _), | ||
}, | ||
count: None, | ||
}, | ||
], | ||
label: Some("time_bind_group_layout"), | ||
}); | ||
let bind_group_layout = wgpu::BindGroupLayoutBuilder::new().build(device); | ||
let bind_group = wgpu::BindGroupBuilder::new().build(device, &bind_group_layout); | ||
let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor { | ||
label: Some("Pipeline Layout"), | ||
bind_group_layouts: &[&bind_group_layout, &time_bind_group_layout], | ||
push_constant_ranges: &[], | ||
}); | ||
let render_pipeline = wgpu::RenderPipelineBuilder::from_layout(&pipeline_layout, &vs_mod) | ||
.fragment_shader(&fs_mod) | ||
.color_format(format) | ||
.add_vertex_buffer::<Vertex>(&wgpu::vertex_attr_array![0 => Float32x2]) | ||
.sample_count(sample_count) | ||
.build(device); | ||
let time_uniform = device.create_buffer(&wgpu::BufferDescriptor { | ||
label: Some("Time Uniform Buffer"), | ||
size: std::mem::size_of::<f32>() as wgpu::BufferAddress, | ||
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST, | ||
mapped_at_creation: false, | ||
}); | ||
let time_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor { | ||
layout: &time_bind_group_layout, | ||
entries: &[ | ||
wgpu::BindGroupEntry { | ||
binding: 0, | ||
resource: time_uniform.as_entire_binding(), | ||
}, | ||
], | ||
label: Some("time_bind_group"), | ||
}); | ||
Model { | ||
bind_group, | ||
vertex_buffer, | ||
render_pipeline, | ||
time_uniform, | ||
time_bind_group, | ||
} | ||
} | ||
fn view(app: &App, model: &Model, frame: Frame) { | ||
let mut encoder = frame.command_encoder(); | ||
let time = app.time as f32; | ||
let time_bytes = time.to_ne_bytes(); | ||
let binding = app.main_window(); | ||
let queue = binding.queue(); | ||
queue.write_buffer(&model.time_uniform, 0, &time_bytes); | ||
let mut render_pass = wgpu::RenderPassBuilder::new() | ||
.color_attachment(frame.texture_view(), |color| color) | ||
.begin(&mut encoder); | ||
render_pass.set_bind_group(0, &model.bind_group, &[]); | ||
render_pass.set_bind_group(1, &model.time_bind_group, &[]); | ||
render_pass.set_pipeline(&model.render_pipeline); | ||
render_pass.set_vertex_buffer(0, model.vertex_buffer.slice(..)); | ||
let vertex_range = 0..VERTICES.len() as u32; | ||
let instance_range = 0..1; | ||
render_pass.draw(vertex_range, instance_range); | ||
if app.keys.down.contains(&Key::Space) { | ||
let file_path = app | ||
.project_path() | ||
.expect("failed to locate project directory") | ||
.join("frames") | ||
.join(format!("{:0}.png", app.elapsed_frames())); | ||
app.main_window().capture_frame(file_path); | ||
} | ||
} | ||
fn vertices_as_bytes(data: &[Vertex]) -> &[u8] { | ||
unsafe { wgpu::bytes::from_slice(data) } | ||
} |